3 Commits (2ccb05437a50424f3a8be814f49d2aea793bab87)

Author SHA1 Message Date
Nico de Poel 2ccb05437a Removed the FP16 option from the frontends, as it's causing inexplicable issues on certain hardware/driver combinations. 2 years ago
Nico de Poel bfa86b7bfd Fixed an issue that would cause the wrong depth buffer to be passed to FSR when using forward rendering on newer Unity versions. 2 years ago
Nico de Poel 5e98dacf77 Upgraded to FSR 3.1 Upscaler 2 years ago
Nico de Poel 29e2ec9035 - Fixed opaque-only copy buffer not keeping dynamic resolution scaling in mind. 2 years ago
Nico de Poel 1cfca9d066 Upgraded to FSR 3.0 Upscaler and PPV2 v3.4.0 2 years ago
Nico de Poel 982c41cc20 Refactoring work: 2 years ago
Nico de Poel 3c2eb17a0e Use jittered camera projection for transparent rendering, as it does affect image reconstruction on certain effects. 3 years ago
Nico de Poel 8ca48e06ef Refactored mipmap bias callbacks such that the render pipeline integration does not need to maintain any bias offset state. 3 years ago
Nico de Poel 3b35fab059 Added support for dynamic resolution scaling using ScalableBufferManager into PPV2 integration. 3 years ago
Nico de Poel bf6a95dfe5 Added modified Post-Processing Stack V2 package with fully integrated FSR 2.2 upscaling, presented as one of the anti-aliasing options. 3 years ago